Solasta II

Solasta II

Demo Feedback!
Not sure how much of it will still come to the full game, but here is my list of the things I liked, and what I like to see changed/added.

What I liked:
- Graphics, characters, and cutscenes looks way better
- Voice acting and direction has improved a lot
- The option to directly control characters is really cool
- The world feels more diverse to explore
- Game overall has way more polish

What I like to be changed/added:
- I disliked the camera shaking during dialogue. It'd be nice for an option to toggle this off.
- The inventory is less clear than Solasta 1. I'd like an option to expand inventory, and add sort filters.
- You reach overencumbered too fast in my opinion. Knut was already almost at the first stage with just his own gear.
- I'd like the return for readying actions, that was great in Solasta 1.
- An option to toggle light for all party members would be nice, like Stealth has one.
- While hovering over cantrips and spells, you don't see the + chance to hit. Only when you hover over an enemy afterwards, or when you check the spellcasting modifier in your character sheet. You do see the + chance to hit with weapon attacks though, would be great to also have that for spells and cantrips.

Overall, great demo and it's quite polished for an pre-alpha. Can't wait for the full release, and I hope they implement some player feedback!
Last edited by Enzevil; Feb 20 @ 12:57pm
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Showing 1-9 of 9 comments
I agree with most of your positive comments, so I won't repeat them. I am also OK with the inventory and weight, very similar to Solasta. I have not progressed enough to comment on the remaining point, but overall a very good impression. Day 1 purchase for me.
Positron Feb 20 @ 1:14pm 
Definitely would like an option to reduce or remove the camera sway during dialogue. I don't typically get motion sick, but the way this is setup makes it difficult to look at for long.

Everything else is awesome so far!
Hades Feb 20 @ 1:15pm 
I do agree on the weight. I barely picked anything up and Knut had alrdy crossed the first threshold which gave a negative speed modifier
Mopar Feb 20 @ 1:20pm 
This is a good opening salvo of showing off the game. Some nice improvements over the original in basic engine usage.
HunterAP Feb 20 @ 2:11pm 
Leaving my feedback as well, as to not create a ton of topics.

I don't have any major complaints, but I do want to highlight a couple of things from Enzevil:
- Not having the ability to ready actions can nullify the advantage of better initiative.
- Need to be able to see chance to hit with spells

Other stuff:
- Dice rolls should be more prevalent in the interface.
- Books have 5 weight. IMO, that's too much.
- There's seemed to be two types of noob arrows, basic and standard... They seemed to do the same thing.
- The world map is not lined up correctly with character positions.
- I don't know if it's intended, but the mana shrine kept destroying stuff even though it was consistently being healed. Perhaps limit this to only destroy things on turns where it isn't healed?

PLEASE DO NOT USE PROTON NETWORK FOR MULTIPLAYER!!! Or at least give players the option to go peer to peer using Steam/EOS.
Malus Feb 20 @ 2:35pm 
The UI is the only thing I truly do not like. Most other stuff i think will be polished.

As far as the hit change only showing when you mouse over the enemy I assume it is because the hit change could be different per enemy.
Memnon Feb 20 @ 2:43pm 
Not sure if I missed it, but it'd be nice to see dialogue options' DC before selecting it, rather than only the skill used and your bonus.
Originally posted by Enzevil:
Can't wait for the full release, and I hope they implement some player feedback!

I was able to leave feedback while in the game. Not sure if you noticed that or not.
I think that the demo looks already very promising, but there a few issues in my opinion:

The hands of the characters look often weird during the cutscenes, because their positioning looks strange compared to the movement of the remaining body.

The demo suffers from far too many pointless jump sequences. They add absolutely nothing to the gameplay, because they are not based on ability checks.

The spell effects are looking disconnected from the environments, because they do not illuminate the environments.
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Date Posted: Feb 20 @ 12:31pm
Posts: 9